Forum Groups
  All forums
    Help & Feedback
      Work in progress
      Finished Art
      Non-Max related

Maxunderground news unavailable

Rigging Character model, with cloth physics (max2009)
show user profile  Preston556
Hello, I'm terribly sorry if this isn't a place to ask questions. Don't get me wrong, I, though young, am very good with models, and have a career in them. I've been tearing my mind apart lads, to figure this out, and it kills me everyday because I do not know how to look up how to do it on google. Well, onward to the questions.
Okay, so I know how to rig using bones, I am learning the IKChains, but I think I've got the basic down for that. I am rigging a model I made of Hatsune Miku of Vocaloid, and now I'm using it to learn better animation. But I have MUCH a problem with it. The top half of the dress is the actual body, and towards the bottom, it becomes the dress itself. I need a way to apply a cloth-like physics to the dress, so it moves by itself without penetrating the lower half of the body model. In short, the dress part has to behave like a real dress on a real person.
I also have to have similer effects for the hair, not cloth physics, but just physics in general. That way I don't have to spend hours and hours animating something that can be done by itself.

Thats question one. Onto number two.
Well, I don't NEED This, but it would be very very great to have (if it exists) for the animation project I was telling you about earlier. Is there a way to make these "physics" project in realtime whilst being in regular 3ds max? Like, instead of using Reactor, is there a way for me to move the model around and see the physics working? Use 3ds max as my physics engine?
I doubt that exists, but I've seen it in a few other programs and was just wonderin'
Sorry that I have so much to say.
Preston Halo

Edit-- Add on question: Is it possible to put this rigged character model into Reactor and have it be able to rag-doll? Cause when I put them in (only rigged with bones) the skelaton literally explodes out of the body model, and the model is left in the same position it was when it entered Reactor. I would also love to know if this is possible :) And thankyeh so much lads, this helps alot!
Lord save me from me sins.
read 1219 times
8/13/2009 2:21:24 PM (last edit: 8/13/2009 5:08:17 PM)
show user profile  jbrophy
If it does not have to look fantastic I would use skin wrap on the cloth. Skin wrap the cloth to the rigged character and essentially every vert on the character becomes a little bone on the cloth. It will then deform with the body. Note it will not swing like cloth and everything but it will bend as needed. Use extra bones for the subtle stuff

Jesse Brophy

Fry Monkey

read 1207 times
8/13/2009 2:41:16 PM (last edit: 8/13/2009 2:41:16 PM)
show user profile  Jollabollathan
As an addendum to the above, you can use a Skin Wrap, and then a Cloth mod above with a "Preserve" group for where you want the Skin Wrap to act on it, and the rest can be affected by the cloth simulation.

read 1197 times
8/13/2009 3:35:07 PM (last edit: 8/13/2009 3:35:07 PM)
show user profile  Preston556
Thankya very much laddies/lassies, ye've helped alot =) But what if per say, it DOES need to look fantastic, but at the same time have the ability to use it's own physics instead of me animating it? What would you recommend I do?

Preston Halo
Lord save me from me sins.
read 1148 times
8/15/2009 12:46:31 AM (last edit: 8/15/2009 12:46:31 AM)
show user profile  Jollabollathan
Oh, sorry, didn't actually read your first post properly the first time. Is it only the skirt that you want to have cloth simulation?

I'd use the Cloth modifier rather than reactor. I don't know what reactor cloth is capable of but the Cloth mod probably has alot more features. You should read through the section on it in the help files, but basically you'd make a couple of groups of verticies within the modifier, one consisting of the innermost vertices which you'd set to the "Surface" mode, I think, which would bind them to the surface of the rigged character, and the rest consisting of the rest of the skirt which would be simulated. You'd also add the character itself as a collision object and set the verticies of the legs as a group so the skirt collides with them properly. It's all in the help.

I don't know about real-time simulation but I'm pretty certain it's impossible. Don't know about ragdolls either.

One thing you should ask yourself honestly, though, is if it REALLY needs to be perfect. If this is a personal project to improve your characer animation you should focus on just that and leave out the cloth simulation altogether. I tried cloth on my first animation project, too, and it was a waste of time, I spent hours and hours trying to get it to work, and that was time I could have more productively spent on the animation. If it's an aim of the project to learn cloth too then go for it, but be prepared for pain. Cloth simulation is a complete bastard, massive studios (Pixar, Dreamworks) have spent years and thousands of dollars getting it decent.

For the hair, you can probably use the Flex modifier. Make a poly or mesh select mod underneath and give it a soft selection which tapers off towards the base of the hair, then put the Flex mod on top and play with the settings until it looks passable.

read 1127 times
8/15/2009 7:21:17 AM (last edit: 8/15/2009 7:22:47 AM)
show user profile  advance-software
I haven't used it so no idea if it's any good, but PhysX supports cloth.

By using a compatible (nvidia) GPU you should be able to do this a lot faster than using reactor.

If you give it a try, please let us know how you get on.
read 1122 times
8/15/2009 7:47:27 AM (last edit: 8/15/2009 7:47:57 AM)
show user profile  Preston556
Thankyeh again, I'm almost certain I can drop this thread soon so we can make room for other peoples =). And the PhysX created a whole bunch of problems with my 3ds max, I have all the requirements, but the script keeps being read incorrectly and makes the plugin useless for me.

"For the hair, you can probably use the Flex modifier. Make a poly or mesh select mod underneath and give it a soft selection which tapers off towards the base of the hair, then put the Flex mod on top and play with the settings until it looks passable."

I think I can do this, but is it possible that I can ask yeh of a small tutorial for this? I've never truely touched Flex, and have little experience with Cloth, and Particle physics... don't get me started. But if you happen to know of a Flex tutorial that could help me with the hair physics, it truely would be appreciated. (Must the hair be rigged, with per say, bones? Cause as of right now, the hair is an un-used mesh. No rigs, or anything possess the mesh)

Thanks again,
Preston Halo
Lord save me from me sins.
read 1108 times
8/15/2009 1:28:06 PM (last edit: 8/15/2009 1:32:14 PM)
#Maxforums IRC
Open chat window